IRC logs for #openttd on OFTC at 2009-01-05
        
        
        
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00:09:40  *** WhiteRhino has joined #openttd
 
00:11:40  <TrueBrain> oh no, it is a white rhino
 
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00:14:11  <WhiteRhino> What's wrong with a White Rhino? >.>
 
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00:20:17  <WhiteRhino> Though I don't mean to toot my own horn. *rimshot*
 
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00:30:17  <WhiteRhino> Don't know if I'm tastey enough to be considered Spearmint.
 
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00:40:28  <CIA-9> OpenTTD: glx * r14843 /branches/noai/src/ai/api/ (4 files): [NoAI] -Fix [FS#2480]: AIs didn't respect ai_disable_veh_* settings. Also add a more direct access to these settings for AI writers.
 
00:43:25  <WhiteRhino> My internet hasn't dumped me yet. Maybe tonight'll be better for playing online.
 
00:53:08  <dh2k3> my OTTD froze and I can't kill it
 
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00:54:35  <dh2k3> nope can't kill the process unless I reboot
 
00:54:46  <WhiteRhino> That might be your only option then. *shrug*
 
00:54:55  <dh2k3>   A problem caused this program to stop interacting with Windows.
 
00:55:10  <dh2k3>   Problem Event Name:	AppHangB1
 
00:55:10  <dh2k3>   Application Name:	openttd.exe
 
00:55:10  <dh2k3>   Application Version:	0.6.3.14430
 
00:55:19  <dh2k3> Application Timestamp:	48e3b12d
 
00:55:19  <dh2k3>   OS Version:	6.0.6001.2.1.0.768.3
 
00:55:28  <dh2k3> Additional Hang Signature 1:	a1f23cf6f6bc2c82e71ae7650c9651b9
 
00:55:28  <dh2k3>   Additional Hang Signature 2:	b504
 
00:55:28  <dh2k3>   Additional Hang Signature 3:	899195c9183ed94a12f72dd21e71497c
 
00:55:28  <dh2k3>   Additional Hang Signature 4:	1a6a
 
00:55:29  <dh2k3>   Additional Hang Signature 5:	a1f23cf6f6bc2c82e71ae7650c9651b9
 
00:55:30  <dh2k3>   Additional Hang Signature 6:	b504
 
00:55:32  <dh2k3>   Additional Hang Signature 7:	899195c9183ed94a12f72dd21e71497c
 
00:55:36  <dh2k3> Read our privacy statement:
 
00:55:37  <goodger> dh2k3: pastebin, please
 
00:56:06  <goodger> pastebin your errors rather than flooding the channel
 
00:56:22  <dh2k3> that's all the errors it shows
 
00:56:25  <Yexo> if you have many lines (like above), copy it to pastebin.com and poste thelink here
 
00:57:45  <goodger> we've already read it now
 
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00:59:03  <glx> btw it doesn't really tell what's wrong
 
00:59:30  <dh2k3> OS: Windows Longhorn XP Home Edition 6.0 Service Pack 1 (Build #6001) CPU: Intel Pentium III, 2.20 GHz Video: HP w17e Wide LCD Monitor on nVidia GeForce 8300 GS  (1440x900x32bpp 60Hz) Sound: Speakers (Realtek High Definition Audio) Memory: Used: 562/2048MB Uptime:  9h  7m  53s  HD:  [C:HP] 90.14/456.71 GB  [D:FACTORY_IMAGE] 1.25/9.05 GB  Connection: Intel(R) PRO/100 VE Network Connection @ 100.0 Mbp
 
00:59:30  <dh2k3> s (Rec: 106.50MB Sent: 43.88MB)
 
00:59:46  <glx> I already knew it was vista :)
 
01:01:13  <glx> OS Version:,...6.0.6001.2.1.0.768.3 <-- that's vista, xp is 5.1
 
01:02:59  <glx> I don't see how openttd could hang by itself (we don't use multithreading)
 
01:03:30  <dh2k3> usually after a few hours it hangs
 
01:03:30  <SmatZ> how can an app hang in a way it can't be killed?
 
01:03:40  <goodger> SmatZ: shitty kernel design...
 
01:04:11  <dh2k3> just OTTDCo-ops for multiplayer
 
01:04:27  <glx> does it happen with a nightly too ?
 
01:05:02  <dh2k3> nly nightly I have is an ancient build for track sharing and working PBS
 
01:05:27  <glx> anyway if it was an infinite loop due to a bug, it should still be possible to kill it
 
01:05:31  <dh2k3> OTTD-win32-r13481M-TiPP
 
01:05:36  <SmatZ> does it help when you run it in a window? (maximised window instead of fullscreen)
 
01:05:51  <dh2k3> dunno haven't tried windowed
 
01:05:55  <SmatZ> maybe vista have problems with 8bpp apps...
 
01:05:57  <glx> could be a driver bug too yes
 
01:07:30  <dh2k3> only way for me to kill it is restarting comp then it works again
 
01:07:53  <SmatZ> maybe it's because SP1 isn't final yet?
 
01:08:25  <glx> googling for "AppHangB1" shows it's a vista problem
 
01:08:42  <glx> many applications encounter it
 
01:08:54  <dh2k3> weird thing is that this is the only one I've seen do this
 
01:09:22  <dh2k3> don't use adobe (except for reader)
 
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01:10:53  <matias> hmm.. i let the time pass and my towns got a negative growth.. why?
 
01:13:11  <WhiteRhino> That reminds me. On my short 64x64 game last night, even though I had food going to the town, the town didn't seem to grow any. In fact, after a year or two gametime, it stopped accepting food.
 
01:13:57  <matias> hmm.. i'm playing grasslands
 
01:15:03  <WhiteRhino> I think I was doing sub-arctic at the time.. didn't matter much given that 64x64 didn't give it much room to get to snowy areas.
 
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01:20:49  *** WhiteRhinoPSO is now known as WhiteRhino
 
01:21:53  *** Sacro is now known as SpearmintRhino
 
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01:26:44  <WhiteRhino> Trying to find mention on the forums of help for ship usage.
 
01:27:20  <Yexo> WhiteRhino: what do you want to know about ship usage?
 
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01:27:53  <WhiteRhino> How to use them without sucking. =P Any of the other three types of transport I've made decent money on, but... ships have never been anything but a moneypit for me.
 
01:28:16  <dh2k3> so what to do besides restarting to fix it and kill the process?
 
01:29:22  <Yexo> I don't use ships often (actually most of the time I only use trains), but when I use them it's mostly to transport oil from oil rigs to refineries
 
01:30:14  <WhiteRhino> Yeah, I tried that last night before I couldn't connect to the map I was playing anymore. The canals on the map tended to be so thin that I couldn't bring the Goods deep enough into towns, though.
 
01:30:47  <goodger> yes, they're fairly useless except for that...
 
01:31:30  <Aali> ships are good for moving massive amounts of cargo where you don't have a lot of space
 
01:31:44  <Aali> since any number of ships can occupy and load/unload on the same tile
 
01:31:48  <WhiteRhino> The map also asked people not to terraform at all and not to use hovercrafts.. so other than a pair of oil tankers going to each of two offshore rigs, that was it. Didn't really get to see a profit before the map kicked me though.
 
01:35:09  <goodger> whyever shouldn't you use hovercrafts?
 
01:36:06  <WhiteRhino> I dunno, the map just asked not to. Maybe using them would cause people to make too much money too quickly. There was also notes asking people to only use two airports max. Didn't stop the other player that eventually joined from adding like ten, though.
 
01:41:44  <Eddi|zuHause> ships are often disabled on multiplayer, because they can use a high amount of CPU time
 
01:42:07  <WhiteRhino> Huh. Didn't know that.
 
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02:22:58  <WhiteRhino> That Roboboy can't make up his mind. =P
 
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02:41:01  <WhiteRhino> Hmm. Dinner or TTD.
 
02:41:53  <Eddi|zuHause> same procedure as last year
 
02:42:46  <WhiteRhino> Ooh. Traffic Set V3.0
 
02:46:24  <SpearmintRhino> ooh another Rhino
 
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02:47:53  <WhiteRhinoPSO> And another Rhino still-... dang.
 
02:47:56  *** WhiteRhinoPSO is now known as WhiteRhino
 
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04:16:32  <WhiteRhino> Awful quiet in here lately.
 
04:17:30  <Eddi|zuHause> happens, when it's 5AM
 
04:18:19  <Eddi|zuHause> only for a very small minority of people in here :p
 
04:21:41  <WhiteRhino> Now I haven't played in awhile, but $40k seems high for a single water tanker traincar.
 
04:22:56  <goodger> WhiteRhino: inflation is simulated more or less accurately...
 
04:23:31  <Eddi|zuHause> WhiteRhino: newgrfs?
 
04:24:00  <WhiteRhino> The only one I have is the one that changes Toyland to Mars.
 
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04:39:52  <WhiteRhino> Network disconnected me. Just as well given how quickly I rode the company I'd just started into the ground.
 
04:42:22  <goodger> WhiteRhino: you're wasting your time on openttd, you could be being paid £60kpa to ride companies into the ground
 
04:44:12  <goodger> incidentally, WhiteRhino, your clock is three minutes slow
 
04:53:30  <WhiteRhino> First of all, bah. =P Second of all.. you're right. My PC clock is three minutes slower than the atomic one on the wall. o.O
 
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05:00:25  <goodger> I wasn't aware caesium fountain clocks were wall-mountable
 
05:01:20  <goodger> HttpErrors: in that case I'd be more concerned about the ability of the paint to stick to the plaster, and the plaster to stick to the wall
 
05:01:43  <HttpErrors> what if the wall was made out of nokias?
 
05:02:15  <goodger> then I daresay they'd have difficulty sticking to each other as well
 
05:02:53  <goodger> in which case WhiteRhino would end up with a caesium fountain clock, interior emulsion, wall plaster and a large pile of mobile phones on his floor
 
05:03:07  <WhiteRhino> What makes you think I don't now? =)
 
05:03:45  <goodger> WhiteRhino: I think it's quite unlikely
 
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05:13:52  <WhiteRhino> Ahh, that feels better. Starting a company that's actually going places.
 
05:14:43  <WhiteRhino> ANd then forgetting that Steel has to go to somewhere before it becomes Goods and wasting money on a whole line. Balls.
 
05:26:30  <goodger> ah, new xkcd. excellent
 
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05:33:17  <WhiteRhino> Gah! That one wood train always breaks down right in the middle of my big intersection!
 
05:33:32  <goodger> WhiteRhino: design your intersections better...
 
05:34:04  <goodger> if the intersection is appropriately designed and the trains are the right length, then one of them should be able to break down in the middle and still allow through traffic from the other direction
 
05:34:20  <WhiteRhino> ...Stupid fingers.
 
05:35:05  <WhiteRhino> *cough* It's more where one dual line branches off into another dual-line. It's a T-intersection formed by two dual-lines and one single-line. The single is where the wood train is supposed to go.
 
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06:33:48  <WhiteRhino> 14 trains, all but two of them going to a 4-wide, 4-long station from both ends.
 
06:46:13  <WhiteRhino> God.. traffic jams.
 
06:46:37  <goodger> suggest you enlarge the station just a tiny bit?
 
06:47:13  <WhiteRhino> I can't. It's the size it is because on one side is a steel mill and the other is a sawmill.
 
06:48:01  <goodger> try moving it along a few squares so that it is not between both of those
 
06:58:50  <WhiteRhino> That cost me... about $400k.
 
06:59:32  <goodger> but now you can make profit because your trains will be able to reach their station
 
06:59:51  <goodger> and I think you have been a bit clumsy if you've spent $400k moving a station
 
07:00:03  <WhiteRhino> See, there was a lake behind it...
 
07:00:28  <goodger> did you not think to move it in the other direction?
 
07:00:28  <WhiteRhino> Small lake.. but in order to put the station somewhere where I could expand it out to six wide, I had to kind of remove said lake.
 
07:00:39  <WhiteRhino> Other direction had hills. x.x
 
07:00:53  <goodger> I think hills are more cheaply removed...
 
07:01:07  <goodger> I wasn't aware TTD generated closed lakes
 
07:02:03  <goodger> enjoy your shiny new megahub
 
07:02:18  <goodger> I probably should have gone to bed about eight hours ago
 
07:02:46  <goodger> I hope this sleep disorder goes away before I go to university
 
07:05:04  <WhiteRhino> So, that's why I've been losing money. Took me long enough to build the new station that it changed names. Everybody's been running around with (Invalid Orders).
 
07:06:38  <goodger> honey nut cornflakes are the best foodstuff ever devised, I say
 
07:08:18  <goodger> gah, my cat's got hold of that cheque again
 
07:08:34  <WhiteRhino> Yeargh. Now they're back to jamming at the little intersection.
 
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07:20:39  <WhiteRhino> Crashed trains 'cus I tried to fix a small traffic jam.
 
07:22:21  <WhiteRhino> Curse you, ignore signal button.
 
07:23:17  <goodger> o'reilly are taking the piss
 
07:23:21  <petern> staying up on IRC doesn't really help with sleep disorders
 
07:23:34  <goodger> $29.99 for a 137-page book
 
07:24:01  <goodger> petern: I know, but I have to be up at 9am, and there's no way I'll achieve that if I go to bed at 4am
 
07:24:32  <petern> yes, obviously where i am :)
 
07:25:07  <goodger> the exterior of my house remains devoid of snow and indeed closu
 
07:26:34  <goodger> this book isn't even printed on decent paper
 
07:27:36  <petern> and presumably wasn't made by the foliosociety
 
07:28:07  <goodger> no, it was printed in the USA
 
07:28:23  <goodger> and it really is _appallingly_ overpriced
 
07:28:37  <goodger> you'd expect more than 140 pages for £25
 
07:35:10  <WhiteRhino> I just placed my first Presignals. >.>
 
07:35:38  <goodger> you weren't using them before? that explains the jams :S
 
07:37:42  <WhiteRhino> So I'd use those on any major intersections too, right?
 
07:37:54  <goodger> WhiteRhino: depends...
 
07:38:08  <WhiteRhino> Like, don't enter the intersection if there's no exit from it?
 
07:38:16  * goodger wonders if any inhabitants of this channel have jobs
 
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07:39:15  <goodger> they surprise me by being here at twenty to nine on a weekday morning, is all
 
07:40:16  <goodger> I'm not aware of the age structure of most of them, so I can only presume they're of employment age
 
07:40:19  <dihedral> you start early, you get home early
 
07:40:35  <goodger> dihedral: you're at work _now_?
 
07:40:48  <dihedral> i have been since 0800
 
07:40:55  <goodger> this begs the question: why are you not working? :S
 
07:40:59  <dihedral> or 0755 to be precise
 
07:41:17  <goodger> you are employed to use IRC?
 
07:43:04  <WhiteRhino> Okay, there we go. After all the money spent and trains rebuilt and signals finally fiddled with.. now I'm making some serious jink.
 
07:43:27  <goodger> and you have introduced me to a new synonym for money. congratulations
 
07:43:32  <WhiteRhino> While looking over my list of trains it went from $60k to $170k moneys.
 
07:43:42  <WhiteRhino> Hehe, I got it from Planescape: Torment.
 
07:44:04  <WhiteRhino> Or you could call it Kopens, from Groo the Wanderer. =P
 
07:44:17  <goodger> yes, let's not go overboard
 
07:44:34  <goodger> dihedral: are you a BOFH?
 
07:49:03  <dihedral> no, goodger, i am no colleague of yours
 
07:49:39  <goodger> what other job allows you to spend time on IRC? :S
 
07:50:00  <goodger> and I'm not a BOFH, I own a publishing company (which does allow me to spend time on IRC)
 
07:51:05  <goodger> oh, yes, you wouldn't believe
 
07:52:00  <goodger> I'm so lazy, I developed a business model that involves no actual books being touched at any time by me or my partner
 
07:52:10  <petern> what sort of work do you publish?
 
07:54:55  <petern> "Scientists dismiess 'detox myth'"
 
07:55:12  <goodger> we will publish anything that will sell. to get our foot between the door and the frame, we are presently focusing on open-source project manuals (and have our first title being published later today, as it happens) --- once we've built up a portfolio of a few of those, which are great --- the mutual collaboration between us and the Scribus people for mutual benefit has been fantastic
 
07:55:33  <goodger> --- we will diversify
 
07:55:54  <dihedral> i thought you were just in the start phase
 
07:56:20  <goodger> we are. we're publishing our first title this afternoon
 
07:56:38  <goodger> the preorders have been relatively healthy throughout December, though
 
07:56:39  <dihedral> well - the best of british luck for that
 
07:57:30  <WhiteRhino> Locks and canals are really expensive.
 
07:58:01  <goodger> WhiteRhino: yes, they are. this seems to be the developers punishing you for using them
 
07:59:46  <petern> yeah, everyone knows there are no canals
 
08:00:11  <petern> actually canals *were* really expensive
 
08:00:29  <WhiteRhino> I will become successful with ships. This, I command!
 
08:00:31  <petern> but then, so is track laying
 
08:00:37  <petern> and road building, no doubt
 
08:00:44  <goodger> yeah, but the profits that the real canals made were impossibly huge compared to the ones that can be achieved with OTTD
 
08:01:10  <petern> well they didn't have roads and rails for competition :)
 
08:01:48  <goodger> track is relatively easy to lay. dig a shallow trench, fill it with lumps of rock, drop a bit of wood on, bolt a ten-foot piece of metal to it, and clip the pieces of metal together
 
08:02:27  <goodger> unlike canals, which were really complex, or roads, which are really big
 
08:04:50  * goodger feels like his lungs have had an argument with his throat and are trying to eject the throat
 
08:05:40  <dihedral> rather ejecting the throat than the lungs...
 
08:06:14  <goodger> they're both rather important
 
08:06:26  <goodger> the throat is the one that actually hurts, though :P
 
08:06:31  <dihedral> yes - but lungs look nasty and they take longer to shove back in
 
08:10:54  <goodger> the US version of The Office is intriguingly similar to the UK version
 
08:10:57  <goodger> they appear to have used the same script, but changed the words slightly
 
08:11:08  <goodger> they also seem to have cast actors who look the same as the British ones
 
08:16:53  <dihedral> same for the german version!
 
08:17:17  <dihedral> and they went for the characters stupidity rather than looks here :-P
 
08:21:10  <goodger> I'm not sure what the point is
 
08:21:27  <dihedral> they have a german show rather than just dubbing it?
 
08:21:37  <goodger> if they were going to use the same scripts with the same characters, and actors who looked the same, why not just export directly to the US and dub for germany & france?
 
08:21:50  <dihedral> higher employment rate
 
08:22:05  <dihedral> at the cost of no extra script writer
 
08:27:06  <goodger> I am also concerned that the Americans have removed the good jokes
 
08:32:43  <enra> yay - got my new laptop - now i need to get all my ottd downloads again :(
 
08:35:33  <dihedral> enra, why not copy from your old laptop
 
08:36:23  <enra> it got fried and rotted the h/d - nothing there to copy anymore :(
 
08:36:36  <enra> but at least i'll have the latest ottd release now lol
 
08:36:54  <goodger> petern: a chance of further snow today
 
08:37:23  <enra> oh noes - i forgot i need the graphics files!
 
08:37:32  <petern> it's snowing a tiny bit still
 
08:37:45  <goodger> no snow here, but we might get some later on
 
08:37:49  <goodger> what's your postcode?
 
08:39:39  <goodger> not too far from where I was born...
 
08:40:31  <goodger> and almost exactly 100 miles north of where I am now. no snow for me ATM
 
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08:49:34  <JdGordon> hey, whats the best way to build tracks where you have 3 or 4 tracks heading in the same direction but need to be able to let trains from any of those tracks head off to another line? (like http://imagebin.ca/view/93hNYv.html )
 
08:51:36  <JdGordon> trains are apparently not very cooperative so those X's mean trains will sometimes cross to another track blocking others instead of going straight ahead
 
08:52:32  <goodger> try removing some signals so that the trains do not pass through more than one signal at a time
 
08:52:40  <goodger> that usually helps when fixing blockages
 
08:53:03  <goodger> e.g. if your train is 7 tiles long, place the signal 8 tiles apart
 
08:54:46  <dihedral> JdGordon, have a look at www.openttdcoop.org, specifically the junctions, public server archive games, and SML
 
08:55:34  <WhiteRhino> Man, it's 4am already.
 
08:56:18  <goodger> WhiteRhino: 9am here... :P
 
08:57:10  <JdGordon> goodger: removing signals after the junction doesnt seem to have helped.. but that could be because that section is badly done
 
08:57:15  <JdGordon> dihedral: thanks.. ill have a look
 
09:00:48  <WhiteRhino> Whew, my boats are making a profit.
 
09:01:12  <goodger> you could put a type 3 presignal immediately after each exit from the X structure and then a type 2 presignal 8 tiles later, so that the trains can guarantee they will always be able to clear the structure
 
09:04:48  <petern> for i am now at the lovely place called... the office
 
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09:05:16  <petern> 100 miles north? you're on the isle of wight?
 
09:05:56  <goodger> no, southeast cornwall
 
09:07:41  <petern> oh right, not directly north :)
 
09:08:03  <petern> it's snowing a bit more now
 
09:08:15  <petern> typical that it snows on the fast day of work, heh
 
09:08:25  <goodger> and 100 miles directly south of you is 20 miles south of Wight
 
09:08:40  <goodger> it's always gloriously sunny on school says
 
09:09:41  <petern> it's about 90-100 miles to my parents near portsmouth, but that involves 15-20 miles west/east at both ends
 
09:11:18  * petern mumbles about london-centric transport routes
 
09:11:31  <petern> it's worse on the train of course
 
09:12:15  <goodger> you're a good 250 miles to my town...
 
09:12:31  <goodger> and good luck getting the train. I think there's one train per day from london that stops here
 
09:13:23  <goodger> muttering about london-centric transport routes is deserved
 
09:16:07  <goodger> going to canterbury from here involves going to london, even by car (!)
 
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09:28:22  <petern> they should continue the M27
 
09:30:17  <WhiteRhino> Gah. I just accidentally dropped two and a half mil on a -tunnel-.
 
09:31:27  <goodger> WhiteRhino: better than an automotive industry bailout
 
09:31:40  <JdGordon> hmm... fixing those X's with tunnels on the 2 inner tracks seems to work better
 
09:32:46  <petern> maybe the A303 could be made a motorway
 
09:32:57  <petern> although that ends up going to london anyway
 
09:33:45  <goodger> petern: extending the M3 to exeter would be welcome, but would crush quite a lot of pretty countryside
 
09:34:55  <petern> but the M3 has its lovely twyford down cutting
 
09:34:57  <WhiteRhino> Awesomely, the only train not making any money anymore is the one that's just transferring goods from one station to another as opposed to unloading them. THings seem to be working now.
 
09:35:04  <petern> should've built a tunnel
 
09:35:21  <WhiteRhino> Be careful with tunnels. =P
 
09:35:58  <JdGordon> are you guys playing with AI and breakdowns enabled?
 
09:35:59  <goodger> petern: taking the M5 to bristol and transferring to the M4 is only 20 minutes longer than the A303 without congestion anyway, and the A303 is usually very congested
 
09:37:47  <goodger> but I suspect extending the M3 to exeter would cut the journey time quite a lot
 
09:38:05  <goodger> of course, a bridge connecting exeter and canterbury would be best.
 
09:38:24  <dihedral> JdGordon, people here play differently!
 
09:38:42  <dihedral> everybody has a certain style of playing, some play with breakdowns, some don't
 
09:39:10  <dihedral> you can even find people in the forums who like playing with the ai
 
09:39:18  <petern> the M3 is already further east than it should be
 
09:39:19  <dihedral> you find a better ai in the noai branch
 
09:43:34  *** ChanServ sets mode: +v tokai
 
09:44:09  <WhiteRhino> $400k per year with each of my two planes. =D
 
09:44:33  <goodger> planes == cheating... too easy to make colossal profits without bothering
 
09:44:51  <WhiteRhino> I tosssed in a couple airports mostly so I could have money coming in on all four fronts.
 
09:46:40  <WhiteRhino> Right now have a 528 rating.
 
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09:49:45  <WhiteRhino> Detailed Performance Rating.
 
09:49:51  <WhiteRhino> Under the trophy button.
 
09:53:22  <WhiteRhino> What year is Monorail?
 
09:53:43  <goodger> monorail has evaporated, it seems, in recent years, in favour of electric rail
 
09:53:48  <goodger> maglev appears c. 2010
 
09:54:05  <WhiteRhino> 1972 right now, started in 1950.
 
09:55:19  <goodger> the simpsons features a monorail in 1992
 
09:55:37  <JdGordon> yeah, also its annoying changing over to maglev so shortly after
 
09:55:59  <WhiteRhino> Do you guys tend to switch everything to the latest innovation or only specific lines?
 
09:56:00  <LordNokon> how do i edit a save game, to add more factories and industries
 
09:56:06  <goodger> it's not necessary to switch to maglev immediately
 
09:56:09  <petern> monorail in ottd is pointless
 
09:56:19  <JdGordon> its nice for the speedup
 
09:56:20  <goodger> WhiteRhino: I personally use the date-change cheat to keep it in 2008
 
09:56:40  <WhiteRhino> I know not of this cheat.
 
09:57:44  <WhiteRhino> Well, dang. Ooh.. now that I've saved, wonder what would happen if I switched climate.
 
09:58:54  <goodger> it won't thank you for it, but it won't crash
 
09:59:33  <goodger> LordNokon: you can pretty much only edit the savegames by playing the game. there are facilities available in-game to build new industries
 
09:59:38  <WhiteRhino> My singular lines seem to work well, but I doubt that the iron ore -> steel -> goods deal will work right.
 
10:00:27  <WhiteRhino> Okay, I'm done screwing around. =P Bedtime for me. G'night everybody.
 
10:00:59  <petern> oops, just scared the boss a little
 
10:01:03  <WhiteRhino> Bah. It's night for me 'cus I'm waking up at noon.
 
10:02:24  <WhiteRhino> Before I go, though, I say Monorail should hit around 1990. That's decently far away from both Electric and Maglev, and if the Simpsons built one in 1992 and the monorail guy had built similar systems in three other towns, then we could safely assume he visited them around 1990 given the time taken to build said monorails.
 
10:02:53  <WhiteRhino> Plus it'd give monorail more a reason to be used if it's a longer wait between it and maglev. *shrug* My two cents.
 
10:03:11  <JdGordon> maglev shuold be further out also...
 
10:03:30  <goodger> JdGordon: not necessarily. maglevs were in use c. 2005
 
10:03:43  <WhiteRhino> Maybe 2015 or 2020. Further on but not so far that games ending in 2050 will think it's not worthwihle.
 
10:04:10  <JdGordon> goodger: only on test tracks...
 
10:04:47  <WhiteRhino> 20-30 years between would be good for me. Then again.. *cough* I've never played a map long enough to see maglev before.
 
10:05:43  <goodger> nah, it was running on an airport in china
 
10:05:45  <goodger> WhiteRhino: the game (without newgrfs) effectively ends in 1995 because this is as far into the future as MPS could be bothered to imagine
 
10:05:45  <goodger> with newgrfs it lasts until 2015 because this is as far into the future as newgrf authors could be bothered to imagine
 
10:06:09  <LordNokon> goodger - so i cant add more coals mines etc etc by editing my save game
 
10:06:23  <WhiteRhino> Not necessarily. Once you get to 2050 or so you could always start a new map in Toyland using the Mars graphics. >.>
 
10:07:02  <WhiteRhino> Then just play like it's going from 2050 to 3050 or something.
 
10:07:27  <goodger> unfortunately the trains only have set lifespans
 
10:07:42  <goodger> so you will eventually be unable to buy any more trains because the designs have expired
 
10:08:05  <WhiteRhino> Really? So the game can't like... continue forever unless you reverse the year?
 
10:08:12  <petern> there's no second hand market
 
10:08:26  <petern> the last lot of engines will last forever
 
10:09:08  <goodger> WhiteRhino: in fact, reversing the year doesn't reintroduce expired vehicles
 
10:09:37  <petern> reverse the year then resetengines :D
 
10:10:10  <WhiteRhino> How do you reset engines? >.> And if you reverse until 1950 or something, won't engines be reintroduced in whatever year they'd come out?
 
10:12:49  <WhiteRhino> Anyway, bed is calling me. >.< I'll be back tomorrow. Seeya.
 
10:15:45  <LordNokon> goodger there is way, found it
 
10:16:07  <LordNokon> rename your save game to the .src file edit what you want to do and rename it to .sav
 
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11:08:22  <LordNokon> when building tunnels no traffic ligths can be placed inside the tunnels correct or not??
 
11:08:40  <qball> no you cannot place signals inside the tunnel
 
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12:10:18  <Wolf01> somebody should make a score for openttd, we already have 4 songs, and Belugas could play the music with the guitar!
 
12:12:19  <petern> that's a single phrase from a song
 
12:13:20  <petern> stupid idea... record the ttd songs as sung by people
 
12:22:38  <edeca> Does anybody here listen to the music?
 
12:25:52  <CIA-9> OpenTTD: rubidium * r14844 /extra/strgen/findversion.sh: [strgen] -Change: make findversion.sh only look at the important files for recompiling strgen.
 
12:25:53  <blathijs> Playing openttd without the original music feels wrong :-)
 
12:27:20  <TrueBrain> how are you my friend?
 
12:29:36  <TrueBrain> no suprise there ;)
 
12:29:58  <blathijs> Spent some part of my christmas break hacking on backupninja, a backup tool that is pretty useful, but not quite perfect yet :-)
 
12:31:23  <blathijs> But I managed to stir some life in the mailing list, so that's good
 
12:32:30  <edeca> Bah, why did saveload stuff get split out into a different directory ;)
 
12:32:45  <TrueBrain> should have been done years ago
 
12:33:03  <edeca> Yeah, but I just modified the copypaste patch last night to remove all the saveload stuff from saveload.cpp :P
 
12:33:06  <dihedral> probably because it breaks some patches :-P
 
12:33:25  <edeca> At least I *removed* it though
 
12:37:50  * petern ponders resyncing railtypes
 
12:38:25  <petern> actually i could just tidy it up and then commit
 
12:39:08  * TrueBrain ponders cleaning up his NoAI patches and commit them
 
12:39:20  <TrueBrain> they are created around NAIL, but not really depending on that fact ..
 
12:39:29  <petern> Rubidium mentioned branching 0.7
 
12:40:09  <petern> but i don't know how soon he had in mind
 
12:40:21  <TrueBrain> I want NoAI to be trunk-tested for at least 1 month, so it won't be in 0.7 anyway :)
 
12:40:22  <petern> there should be a bug-fix-freeze before that though
 
12:40:45  <TrueBrain> it is more something to trunk-commit just after a branch ;)
 
12:41:41  <petern> cargodest'll be different...
 
12:41:49  <TrueBrain> then your patch is not complicated enough ;)
 
12:42:02  <petern> it has no savegame changes, incredibly
 
12:42:19  <petern> it might need a bump just to prevent incompatibleness
 
12:42:43  <petern> maybe it needs yet another patch option, hah
 
12:46:12  <Yexo> petern: what is the current status of railtypes anyway?
 
12:46:53  <Yexo> edeca: it's a branch allowing newgrfs to create more than the default 4 rail types
 
12:46:54  <petern> Yexo, working but not tidied up or benchmarked
 
12:47:14  <petern> and someone had a request to allow removal of the existing types
 
12:47:26  <petern> though i can't remember who
 
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12:47:44  <Yexo> why would the existing types be removed?
 
12:48:13  <Yexo> they could just be hidden if there are no vehicles for them
 
12:48:58  <petern> should i try syncing cargodest? hehe
 
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12:53:15  <Wolf01> stupid server, stop disconnecting me... I'm not a train
 
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12:56:48  <Wolf01> gah... dsl problems... not again :(
 
12:56:53  <TrueBrain> he collects Guests ;)
 
12:57:25  <Wolf01> maybe it's because I'm connected for a month with the same ip address?
 
12:57:55  <TrueBrain> you no longer are :)
 
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13:37:05  <CIA-9> OpenTTD: truebrain * r14845 /branches/noai/src/ai/api/ (22 files): [NoAI] -Codechange: make 'char *' as return type a const
 
14:06:49  <Belugas> OpenTTD song on distorsion... would sound strange...
 
14:11:21  <goodger> I think some of the original songs would be quite good if arranged for decent instruments
 
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14:12:29  <lobster_MB> latest OS X UB nightly crashes whenever i try to access the advanced settings screen
 
14:12:36  <lobster_MB> should i report this or what?
 
14:13:13  <TrueBrain> and in some way you just did ;)
 
14:13:34  <Yexo> lobster_MB: that is fixed in 14839 most likely
 
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14:28:15  <matias> who has tought AI to make roads and rails?
 
14:28:44  <matias> a lot of terraforming and still roads are going zig zag
 
14:29:17  <edeca> Haha, us Brits will resist STR_EURO_INTRODUCE :)
 
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14:30:13  <bleepy> marvellous, close range target practice!
 
14:30:37  <edeca> bleepy: No headshots though, make it slow
 
14:31:55  <Yexo> matias: the AI is still the same as the original TTD AI
 
14:32:05  <Yexo> download NoAI if you want a decent AI
 
14:40:09  <goodger> edeca: gordon brown's criterion for joining the eurozone is that GBP must be worth >1 EUR
 
14:40:20  <goodger> at this rate, we will be printing our first euro banknotes next week
 
14:40:39  <goodger> 1 EUR must be worth >1 GBP, rather
 
14:40:47  <LordNokon> i take it there's no way to copy a station layout and past it on anohter part of the map withou recreating the hole thing??
 
14:41:00  <Yexo> not unless you play with the copy-paste patch
 
14:41:16  <LordNokon> which is what version
 
14:41:26  <Yexo> no idea, take a look at the forums
 
14:47:18  <Aali> you shouldn't use copy-paste though
 
14:48:11  <Aali> just build another station layout
 
14:50:53  <LordNokon> having to build a 1000 station the same way take a very very long time
 
14:51:20  <edeca> LordNokon: It's trunk :)
 
14:51:26  <edeca> But it doesn't copy newgrf stations yet
 
14:51:42  <edeca> Basically because you can walk stations, so the copypaste patch would rely on distant-join stations patch
 
14:51:52  <edeca> However, all other features of copypaste work dandily ;)
 
14:52:59  <edeca> goodger: Heh, you mean we can't have banknotes with Queeny any more? :(
 
14:55:03  <LordNokon> edeca which one should i use
 
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14:57:12  <edeca> LordNokon: Like I said above, it doesn't currently copy stations.
 
14:57:29  <edeca> LordNokon: So it probably wont help you.  Do you run linux or windows?  And do you build yourself or install?
 
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15:03:11  <edeca> LordNokon: However, it should be possible to add station copying with the exception of "walked" stations
 
15:03:37  <edeca> LordNokon: But it will add the complexity that if you copy a newgrf station and paste it in a game without that newgrf loaded, what do you do?
 
15:04:45  <Yexo> edeca: simple, just use the default station instead
 
15:04:57  <edeca> Yexo: Yeah, that's one solution
 
15:05:05  <edeca> Yexo: I prefer randomly bulldozing expensive tiles ;)
 
15:05:25  <edeca> Yexo: Or generating an error dialog for every tile that fails
 
15:07:20  <LordNokon> edeca you totaly lost me, i have no idea what you are talking about.
 
15:07:30  <edeca> LordNokon: Plenty of cheese.
 
15:08:05  <edeca> Basically there is a copy and paste patch.  It isn't in the official source, but does work with the latest version.
 
15:08:10  <edeca> However, it wont help you copy stations.
 
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15:09:30  <edeca> Because it doesn't know how to copy stations at the moment
 
15:09:55  * edeca wonders what the functions are for getting station tiles
 
15:12:57  <edeca> If compiled under cygwin, does the resulting exe depend on cygwin DLLs?
 
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15:19:43  <glx> theorically no as the -mno-cygwin flag is used
 
15:20:17  <glx> but it's easy to verify :)
 
15:20:48  <edeca> Heh, without deleting cygwin.dll? :P
 
15:21:07  <edeca> Yeah, that is a good idea.
 
15:21:24  <edeca> Or I could check check the linking info
 
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15:46:05  <Progman> got the DEBUG( makro a placeholder for a string by a given string-id?
 
15:55:04  <joachim> will autorenew turn off old vehicle warnings?
 
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15:57:17  <petern> it might cause vehicles to be renewed, which would then stop vehicles being old, which would then not issue old vehicle warnings
 
15:57:26  <petern> but in itself it does not 'turn off' old vehicle warnings
 
15:58:19  <joachim> do you know how old a vehicle is for the game to start warning?
 
15:59:11  <petern> depends on the vehicle
 
15:59:49  <joachim> i want a warning before it's autorenew
 
16:01:30  <Eddi|zuHause> the first warning is lifetime - 12 months, the default for autorenew is lifetime - 6 months
 
16:01:46  <Eddi|zuHause> so you have 6 months time to react
 
16:02:20  <joachim> i set lifetime to +12 months
 
16:03:22  <joachim> cause i don't think i'm getting warned
 
16:04:01  <Eddi|zuHause> maybe you changed the message settings?
 
16:04:43  <joachim> maybe daylength patch screws it up? autorenew doesn't seem to trigger either
 
16:05:14  <Eddi|zuHause> daylength should have no influence to lifetime and autorenew
 
16:05:41  <joachim> ok, i have buses that are 18 (max 10)
 
16:07:36  <Eddi|zuHause> maybe they can't find path to depot?
 
16:08:21  <joachim> no, i don't think that's it
 
16:08:39  <joachim> my oldest trains are 19/20 now, no warning
 
16:08:51  <joachim> will see if they are renew
 
16:09:48  <Progman> <http://paste.openttd.org/178484>, what do you think? it sets the number of town/industrie generation in the editor always to the lowest amount (index 0 for towns, index 1 for industries) instead of using the current/last game setting
 
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16:38:28  <joachim> Eddi|zuHause: disabling "warn if vehicle is late" also disable the age warning :)
 
16:39:58  <Eddi|zuHause> err... that is obviously a bug or a wrongly synced patch
 
16:46:03  <gynter> hello, does anyone know why I have Pikka's Basic Industries all cargo rates 0€ ?
 
16:46:21  <gynter> OpenTTD 0.6.3, latest PBI
 
16:46:52  <SmatZ> gynter: because you added the GRF after game initialization?
 
16:47:02  <Aali> you missed the big red warning sign?
 
16:47:31  <gynter> all grfs are read correctly (are green) and industries works
 
16:47:35  <gynter> but only payment rates are 0
 
16:47:51  <yorick> but did you add it ingame or in the menu?
 
16:48:28  <gynter> In client I added it from menu, in server I added it to scenario from ediotr
 
16:49:02  <yorick> yep, then there's your problem
 
16:49:12  <yorick> you can't add newcargoes grfs from inside the game/editor
 
16:49:15  <SmatZ> you have to add GRFs in the main menu, not in the game nor scenario editor
 
16:49:40  <gynter> But how I could add new grf to scenario then?
 
16:49:51  <yorick> nightlies support the feature
 
16:49:55  <gynter> since If i add it to server conf it'll only read scenario ones
 
16:49:59  <yorick> and you need to add it before create the server
 
16:49:59  <SmatZ> trunk behaves better, it resets economy after newgrf changes (I thought it has been backported to 0.6 :-/
 
16:50:42  <Aali> gynter: set the right GRFs from the main menu before you create the scenario
 
16:51:20  <gynter> but, then i'll have to make new scenario?
 
16:51:58  <gynter> thats sad, but if it works then its worth of it :)
 
16:52:48  <yorick> (or he just uses ammlers reseteconomy patch)
 
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17:11:04  <Wolf01> nice... I just found that some vehicles can skip queues at roadstops by passing the queued vehicles like ghosts
 
17:12:30  <petern> road vehicle queueing (with quantum effects)
 
17:12:36  <petern> that's the quantum effects bit
 
17:12:41  <goodger> actually, they just overtake... ¬.¬
 
17:13:14  <petern> in some cases they don't, they just move through
 
17:14:15  <goodger> I wish they did that more often
 
17:16:56  <Aali> well, if you keep enough RVs trying to go the same place (and the road is blocked so they have to stop), they will eventually end up inside each other
 
17:17:01  <Eddi|zuHause> i wish i had a not so close deadline
 
17:17:36  <Aali> good stuff when you stack 100 RVs at a level crossing and then crash them all at once
 
17:20:32  <Eddi|zuHause> why is there no "ignore local authorities" cheat?
 
17:25:21  <Belugas> well ... i was a bit inclined to add it, but some users insisted so much on making it a setting that it switched my good will totally off
 
17:25:32  <Belugas> and not a cheat, may i add
 
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17:35:24  <Wolf01> uhm, RV are less stupid, did you touched anything?
 
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17:36:25  <Aali> less stupid in what way?
 
17:36:47  <Wolf01> now they use all the four roadstops in a claw-style vehicle station
 
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17:38:37  <Aali> what is this claw style you speak of?
 
17:39:38  <Belugas> their tires change themselves in claws and just try to dismantle any vehicles passing by
 
17:45:07  <Wolf01> no, a single stop for each lane
 
17:45:48  <Wolf01> or the second one will get blocked if it finish to load before the first one
 
17:45:54  <CIA-9> OpenTTD: rubidium * r14846 /trunk/ (docs/HOWTO_compile_lang_files.txt readme.txt): -Doc: strgen hasn't been part of the trunk/release binaries for quite a while, so point to the precompiled strgen package instead.
 
17:49:15  <CIA-9> OpenTTD: rubidium * r14847 /trunk/src/ (map.cpp map_func.h): -Codechange: generalise the circular search to search around a rectangle (PhilSophus)
 
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18:40:25  <petern> Belugas, how did you get tortoisesvn to work with ssh?
 
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18:43:01  <Belugas> can tell you that tonigh, form home :)
 
18:43:15  <Belugas> but it si very simple, from what i recall
 
18:43:47  <petern> yeah, what i read was simple but didn't work :(
 
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18:44:30  <Belugas> iirc, it requires chanching the config file on Doc and Settings\USER\Application Data\Subversion
 
18:44:55  <CIA-9> OpenTTD: translators * r14848 /trunk/src/lang/ (12 files in 2 dirs): (log message trimmed)
 
18:44:55  <CIA-9> OpenTTD: -Update: WebTranslator2 update to 2009-01-05 18:44:14
 
18:44:55  <CIA-9> OpenTTD: afrikaans - 11 fixed by Alrich (11)
 
18:44:55  <CIA-9> OpenTTD: arabic_egypt - 19 fixed, 21 changed by khaloofah (40)
 
18:44:55  <CIA-9> OpenTTD: danish - 40 fixed, 1 changed by ThomasA (41)
 
18:44:57  <CIA-9> OpenTTD: dutch - 2 fixed, 25 changed by Excel20 (27)
 
18:44:59  <CIA-9> OpenTTD: hebrew - 8 fixed by EScake (8)
 
18:45:11  <Belugas> ssh = plink.exe (here at work).  I believe there is a tortoise equivalent
 
18:47:54  <petern> "Disconnected: No supported authenticatin methods available :o
 
18:48:08  <Belugas> got that quite oftenly
 
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18:50:36  <Belugas> and once i've been able to get it right, i had to recreate all my repos
 
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19:03:20  <glx> IIRC tortoise needs pagent
 
19:04:53  <glx> and stored connection name may matter
 
19:05:08  <petern> according to what i read i don't need it :o
 
19:05:12  <Belugas> i've got it setup on my quick launch, so i only need to click on it once.  The key file is passed as parameter and the paraphrase pops up
 
19:05:50  <Belugas> name connection... nope, i don't recall seeing it as a matter
 
19:06:21  <petern> i'm trying named connection indeed
 
19:06:28  <Belugas> it's not reuired as per say, petern, but you'll be prompted for credential whenever you try doing stuff
 
19:07:10  * petern tries with pageant anyway
 
19:08:15  <petern> bah, i can't see what's going on the server side either
 
19:12:44  <petern> when i tell it to use plink a plink.exe cmd window pops up but nothing more :o
 
19:14:54  <Belugas> mmh.... I remember sending my public key over
 
19:15:43  <petern> for a normal login session
 
19:16:18  <Eddi|zuHause> hm... can i change the resolution of a running windows without seeing anything on the monitor?
 
19:16:36  <petern> if you're really lucky
 
19:17:12  <Eddi|zuHause> well, i could do it back then when i only saw gibberish when the resolution was too high, but my flatscreen monitor doesn't do that...
 
19:17:13  <petern> you know what pisses me off?
 
19:17:20  <petern> blog posts that say "day/month"
 
19:20:38  <Eddi|zuHause> what's the key for getting into the windows boot menu?
 
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19:22:07  <Yexo> Eddi|zuHause: iirc it's F8
 
19:22:24  <Yexo> is there an easy way to get msvc to create a bundle.zip, like make bundle_zip does from within cygwin?
 
19:23:06  <Eddi|zuHause> yeah, that worked
 
19:40:35  <petern> anyone with admin on secure?
 
19:43:56  <Belugas> Rubidium and TrueBrain are the only ones. i believe
 
19:47:23  <Belugas> not nice...  i still have one ear completely blocked by this infection i caugh.  so listening to music is...not enjoyable
 
19:54:34  <Eddi|zuHause> bah, handling two computers with two keyboards and one monitor is... annoying
 
19:55:07  <Eddi|zuHause> especially i can't get that second computer to choose a widescreen resolution
 
20:01:41  <Rubidium> petern: what do you need?
 
20:01:56  <petern> i can't tell if this thing is even attempting to login :/
 
20:02:25  <petern> tortoisesvn + ssh that is
 
20:03:26  <Rubidium> petern: last ssh session is from 19:07 UTC
 
20:03:34  <Rubidium> so roughly one hour ago
 
20:06:04  <Eddi|zuHause> argh... fuck this...
 
20:06:13  <Eddi|zuHause> how can i remote login into windows from linux?
 
20:06:39  <petern> hmm, ttdpatch uses two bytes to store rv max speed
 
20:06:55  <petern> one for old and one for new
 
20:07:02  <Rubidium> Eddi|zuHause: in the "old" age there was a telnet server installed with Windows
 
20:07:32  <Eddi|zuHause> preferably graphical, and preferably using the preinstalled windows remote stuff
 
20:07:35  <petern> i can store it in one uint16 but grfs may assume they can set the new then the old, which'll work differently
 
20:07:47  <Rubidium> Eddi|zuHause: then definitely rdesktop
 
20:07:48  <petern> so should i just create another uint8 for a new max speed?
 
20:08:09  <Ctibor>  Eddi|zuHause: krdc supports remote desktop
 
20:09:21  <petern> hmm, does krdc support ssl?
 
20:11:20  <Eddi|zuHause> hm... i think i crashed it...
 
20:13:10  <petern> heh, silly programming... it keeps the lower byte so why didn't they make the new byte just the high part of a word instead of a different value in different units?
 
20:15:01  <Eddi|zuHause> how can i disable the tabs in krdc?
 
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20:16:50  *** [alt]buster is now known as [com]buster
 
20:20:10  <petern> meh, two separate values is annoying :/
 
20:20:37  <frosch123> what defines, which value is used?
 
20:21:26  <frosch123> or is the new one only used when "realistic acceleration" is on?
 
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20:23:30  <petern> i want to make it always use the new speed if it's set, but we can't assume the new speed is set after the old speed format
 
20:23:53  <petern> otherwise it'd be much simpler to just increase the max speed to uint16
 
20:24:18  <frosch123> I do not understand why you want to store both, isn't it already known which will be used on grf load?
 
20:25:59  <Eddi|zuHause> mäh... internet access on the work pc at home isn't as fast as internet access on the work pc at work...
 
20:26:00  <petern> it is not known which order they will be in the grf file
 
20:26:17  <petern> so if you only store one, it could be replaced by the old format later
 
20:26:37  <frosch123> "When setting property 15, always set property 08 as well, so that the vehicle works reasonably well whether realistic acceleration is turned on or off. If property 15 is not set, the value from property 08 is used instead." <- does that mean, first setting prop 15 and then 8, that the value of 8 will override 15?
 
20:27:04  <petern> if we store it in the same place, yes
 
20:27:15  <frosch123> or does it initialiue 15 with zero or something like that to detect whether it has been set?
 
20:27:31  <frosch123> I was asking for TTDP behaviour :)
 
20:27:49  <petern> ttdpatch stores them separately, and presumably defaults to 0 for prop 15
 
20:28:58  <petern> one possibility is to abuse one of the misc flags, i think
 
20:29:00  <frosch123> so you only need to know whether property 15 has already been set during loading?
 
20:29:05  <CIA-9> OpenTTD: michi_cc * r14849 /trunk/src/pbs.cpp: -Fix [FS#2478]: A train meeting its end could lead to an endless loop.
 
20:29:10  <CIA-9> OpenTTD: michi_cc * r14850 /trunk/src/train_cmd.cpp: -Fix [FS#2503]: Reversing a stuck train that is then not stuck anymore did not always reset the waiting timer.
 
20:29:13  <CIA-9> OpenTTD: michi_cc * r14851 /trunk/src/train_cmd.cpp: -Fix: A train reversing in a non-PBS block can't be stuck.
 
20:29:16  <Rubidium> petern: what about adding a static SmallMap<EngineID, uint16> _rv_new_speed and storing stuff into there (for new RVs)
 
20:29:19  <CIA-9> OpenTTD: michi_cc * r14852 /trunk/src/ (settings.cpp train_cmd.cpp): -Feature: Automatic reversing in front of block signals can now be disabled by setting pf.wait_oneway_signal respectively pf.wait_twoway_signal to 255.
 
20:29:25  <frosch123> isn't the engine data already stored in some temporary array?
 
20:29:32  <Rubidium> then when the GRF are loaded check in the map
 
20:29:43  <petern> Rubidium... hmm, possible
 
20:30:03  <Rubidium> IIRC it already happens for something else too
 
20:30:06  <petern> that would make the rest of the code much simpler
 
20:30:40  <DaleStan> I think the question is: If speed is non-zero, was that speed set by prop 08 or prop 15?
 
20:31:09  <petern> frosch123: you're right
 
20:31:14  <petern> there's a GRFTempEngineData struct
 
20:31:18  <petern> i could just put it in there
 
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20:31:37  <DaleStan> If the speed was set by prop 15 (and realistic acceleration is on) then further prop 08s must not overwrite that value.
 
20:31:47  <petern> DaleStan, yes, we know that :)
 
20:31:51  <Eddi|zuHause> michi_cc: how about, instead of reversing on a PBS signal, look both ways for a new path, after the waiting timeout?
 
20:32:11  <Eddi|zuHause> and then reverse if a path in the other direction has been found
 
20:32:34  <SpearmintRhino> how about allowing combined through/terminus stations
 
20:32:45  <SpearmintRhino> so that a train checks it can leave a platform before it enters it
 
20:32:50  <Eddi|zuHause> should essentially be calling the pathfinder from the rear vehicle
 
20:33:09  <Eddi|zuHause> SpearmintRhino: not as easy as it sounds
 
20:33:21  <SpearmintRhino> you're just not trying hard enough
 
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20:33:37  <Rubidium> SpearmintRhino: no YOU are not trying hard enough
 
20:34:09  <Rubidium> 'cause if you would be trying hard enough you'd already have a patch for it
 
20:34:19  <Eddi|zuHause> SpearmintRhino: getting the train to pick the through platform is not too difficult, PBS already has such a lookahead, but getting the reversing train to pick the terminal platform?
 
20:34:32  <Rubidium> written by yourself ofcourse
 
20:34:34  <Alberth> or have come to the conclusion that it is less easy than it sounds :)
 
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20:34:44  <SpearmintRhino> Eddi|zuHause: the reverser can pick any
 
20:34:49  <michi_cc> Eddi|zuHause: maybe later, but it's certainly more work than just adding a == 255 :)
 
20:34:51  <SpearmintRhino> the through train needs a through platform
 
20:35:01  <Eddi|zuHause> SpearmintRhino: yes, but deciding that a train should reverse?
 
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20:35:57  <Rubidium> then there's the issue of: what is a through train and what is a train that is going to reverse
 
20:36:15  <Rubidium> with conditional orders that can be unknown at the moment you want to enter the station
 
20:36:21  <Eddi|zuHause> that's what i was trying to say
 
20:37:08  <Fantasya> Hi guys. happy new year! c novi godom! frohes neues jahr! laimingu naujuju metu!
 
20:37:21  <Eddi|zuHause> you are like 5 days late...
 
20:37:48  <petern> better late than never?
 
20:38:21  <Fantasya> yea sure. better late :P
 
20:38:35  <petern> bit of a 'waste' because only RVs need that extra byte, but it's temporary data anyway
 
20:39:47  <Fantasya> I want to wish you all good income, more maglev constructions :)
 
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20:44:14  <Alberth> Fantasya: well, less is not possible. I didn't construct any maglev last year
 
20:44:22  <Belugas> How could you forget "Bonne Anne" ????
 
20:46:23  *** Hirundo is now known as Swallow
 
20:50:58  <petern> (using the multistep movement code from trains)
 
20:52:28  <glx> Belugas: wrong encoding :)
 
20:53:13  <Belugas> glx, i can guess.  I'm not totally fully re-installed on this new pc :(
 
20:56:26  <Belugas> seems like quite decent, petern
 
20:58:59  <Swallow> Is it possible/allowed to change the window number of an open window?
 
21:00:01  <Wolf01> hey I have an idea: be able to build stations with at least 2 full foundations on the tile (the tile with only one corner raised... I need to put buffers on these tiles :P)
 
21:00:56  <frosch123> you mean steep slopes?
 
21:00:57  <Swallow> Never mind, I will use a different solution..
 
21:01:43  <Wolf01> no, not steep slopes those are 2 foundations high
 
21:01:49  <glx> why would you change window number Swallow ?
 
21:02:11  <frosch123> Wolf01: then I guess you want to remove the slope checks for non-track-station tiles :)
 
21:02:25  <glx> usually window number contains info about what is displayed in the window
 
21:03:04  <petern> no-one's written it :p
 
21:03:06  <glx> Wolf01: what happens if you remove the station grf?
 
21:03:10  <petern> originally the argument was that
 
21:03:17  <petern> but then what happens if you remove a vehicle grf? ;)
 
21:03:53  <Wolf01> uhm... so we should allow track tiles too
 
21:03:56  <glx> fallback stuff is in the spec for them
 
21:04:06  <frosch123> when non-track-tiles become track-tiles you will get a lot traincrashes anyway :)
 
21:04:15  <frosch123> who cares if they fall down the slope :p
 
21:04:20  <Swallow> glx: I used tileindices to refer to either a waypoint or a signal tile, but I'm gonna revert that
 
21:04:22  <Wolf01> why a train should crash?
 
21:05:11  <glx> Wolf01: TBBT with T=trac, B=buffer
 
21:05:41  <frosch123> I guess PBS won't be happy about that either :p
 
21:05:52  <Wolf01> the same should already happen with TBT where B is the double headed buffer
 
21:06:11  *** Terkhen has joined #openttd
 
21:06:19  <petern> do we care much if people removes grfs anyway?
 
21:06:37  <petern> i'm fairly sure that in the spec you can remove vehicle grfs too
 
21:06:44  <petern> ttdpatch does store details of them in the game
 
21:06:48  <Wolf01> you already suggest to don't remove grfs runtime
 
21:07:01  <petern> Wolf01, write a patch to allow it and i'll consider it
 
21:07:19  <CIA-9> OpenTTD: rubidium * r14853 /trunk/src/station_cmd.cpp: -Codechange: rename GetClosestStationFromTile to GetClosestDeletedStation as that's what it does instead of finding non-deleted stations.
 
21:07:56  <Wolf01> I hope to understand how the code for the possible slopes works
 
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21:09:00  <Wolf01> last time I've got a great headache to try to allow vertical tracks on slopes
 
21:09:59  <frosch123> Wolf01: let it perform the airport test for non-track tiles
 
21:10:49  <Wolf01> why only non track ones?
 
21:11:11  <frosch123> else trains will drive over the cliff
 
21:11:12  <petern> because the current behaviour for track tiles shouldn't change
 
21:13:05  <Wolf01> but as glx said, when one removes the grf, the non-track tiles become track tiles, and one might expect to be able to build track tiles in the same slope
 
21:14:25  <Eddi|zuHause> non-track-tiles should be an entirely different tile class
 
21:14:35  <Eddi|zuHause> not rail rail tiles
 
21:15:16  <Wolf01> indeed, non track tiles should be newobjects
 
21:15:54  <frosch123> except someone wants to place objects which consists of tiles from both classes :p
 
21:16:14  <Wolf01> wow 16.49MB transferred... I should update the checkout more often
 
21:16:24  *** Osai^Kendo is now known as Osai
 
21:20:05  <Eddi|zuHause> frosch123: but that is only a problem at construction time
 
21:20:36  <frosch123> and destruction- and overbuilding-time
 
21:20:53  <frosch123> but true, it is limited to OTTD
 
21:21:30  <Eddi|zuHause> feature request: overbuilding of a station tile should not depend on town rating
 
21:22:00  <Wolf01> I really agree with Eddi
 
21:25:36  <frosch123> with a configurable chance per year, that the missing building license is detected, and the building is destructed
 
21:27:10  <Wolf01> ok, the station can be built on every kind of sloped tile, and the train don't fall down
 
21:27:38  <Eddi|zuHause> Wolf01: not even if you continue the rail?
 
21:27:57  <Wolf01> it stops at the end of the station
 
21:28:28  <frosch123> SmatZ: did you change something wrt. that?
 
21:28:45  <Eddi|zuHause> Wolf01: can you try with my middle stop patch?
 
21:29:00  <Wolf01> just commented out the slope checking in the CheckFlatLandBelow function
 
21:29:22  <frosch123> Wolf01: ok, the train stops, but can it continue to the next station across the cliff?
 
21:30:36  <Wolf01> we could make sloped stations!!!
 
21:31:17  <Eddi|zuHause> sloped stations are hardly "realistic"
 
21:31:33  <frosch123> SmatZ: I temporarily wondered whether end-of-line detection can handle cliffs
 
21:32:32  <qball> what is wrong with sloped stations?
 
21:33:07  <Eddi|zuHause> but... i need sloped tram stations
 
21:33:17  <Wolf01> I'll try to make it not building the foundations and see if I can make the train behave like in a normal slope... maybe then graphics will come in a second time
 
21:34:39  * SmatZ understands Eddi|zuHause's needs
 
21:34:41  <Wolf01> the only impossible slope is the steep slope, the one which covers 2 height levels
 
21:35:02  <frosch123> Wolf01: you can build inclined foundations there
 
21:35:23  <Wolf01> yes but where I find an inclined station?
 
21:35:44  <Wolf01> and then I don't need foundations
 
21:35:53  <frosch123> err, maybe is pisa? you should know
 
21:36:11  <frosch123> hmm, I bet pisa is the german name
 
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21:38:21  <frosch123> Wolf01: I meant to just call GetRailFoundation() in GetFoundation_Station()
 
21:39:18  <Wolf01> uhm, I'll give it a look
 
21:53:43  <Wolf01> getfoundation_station not called?
 
21:54:30  <Wolf01> ah, no, I was using the wrong tool
 
21:55:03  <CIA-9> OpenTTD: glx * r14854 /trunk/projects/ (6 files): -Change: speedup compilation with MSVC on 'multi-processor' systems (khh)
 
21:55:55  <glx> of course generation step is still slow for release
 
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22:34:55  <Wolf01> gah, it's difficult :(
 
22:37:41  <TrueBrain> welcome to our life :)
 
22:46:15  <joachim> i can't bulldoze a station cause there's a "train in the way", but there isn't
 
22:46:22  <joachim> is that a known thing?
 
22:47:31  <Wolf01> are you really sure that there isn't a train on any of the station platforms?
 
22:49:09  <joachim> forgot i was using distant stations
 
22:51:32  <Wolf01> svn: This client is too old to work with working copy
 
22:51:43  <Rubidium> petern: next time type the right password ;)
 
22:52:08  <petern> just not with tortoise :(
 
22:52:26  <glx> Wolf01: what version of svn ?
 
22:52:46  <Wolf01> but I use tortoise 1.5.x
 
22:52:51  <Rubidium> there's your problem
 
22:52:55  <Wolf01> msys still use an old version
 
22:53:14  <glx> msys use the version you installed :)
 
22:53:17  <Rubidium> tortoise 1.5 uses svn 1.5, thus upgrades your WC as written in the readme and such
 
22:53:48  <glx> just upgrade the cli version
 
22:57:28  *** Eddi|zuHause2 is now known as Eddi|zuHause
 
22:57:55  <petern> seems it's trying to connect to *my* server, not the correct one :o
 
22:58:04  <petern> my server just locked my out :p
 
22:59:52  <petern> it uses the host specified in the default settings instead the host specified
 
23:00:39  <SpearmintRhino> petern: updated NWM
 
23:03:27  <SpearmintRhino> updated network west midlands for openbve
 
23:08:01  <SpearmintRhino> @seen WhiteRhino
 
23:08:01  <DorpsGek> SpearmintRhino: WhiteRhino was last seen in #openttd 12 hours, 55 minutes, and 12 seconds ago: <WhiteRhino> Anyway, bed is calling me. >.< I'll be back tomorrow. Seeya.
 
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23:38:17  <petern> Perfect stop bonus: 15
 
23:38:31  <petern> at least i didn't run into the buffer stop
 
23:38:58  <TrueBrain> what are you playing .... :p
 
23:41:39  *** WhiteRhino has joined #openttd
 
23:41:45  <WhiteRhino> Evening cats and kittens.
 
23:44:18  <WhiteRhino> *checks* No, it's the right one.
 
23:44:42  <Aali> not in any sense of the word
 
23:45:06  <dihedral> WhiteRhino, try #moocows
 
23:50:10  <TrueBrain> and we can only wish there are kittens here ...
 
23:55:04  <frosch123> hmm, what is the correct order of calling various callback 36 and adding articulated parts
 
continue to next day ⏵